Proceedings of the 6th Batusangkar International Conference, BIC 2021, 11 - 12 October, 2021, Batusangkar-West Sumatra, Indonesia

Research Article

Quizizz and Kahoot! for Online-Learning Engagement in Elementary School

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  • @INPROCEEDINGS{10.4108/eai.11-10-2021.2319534,
        author={Sri Hapsari Wijayanti and Heru  Prasadja},
        title={Quizizz and Kahoot! for Online-Learning  Engagement in Elementary School},
        proceedings={Proceedings of the 6th Batusangkar International Conference, BIC 2021, 11 - 12 October, 2021, Batusangkar-West Sumatra, Indonesia},
        publisher={EAI},
        proceedings_a={BIC},
        year={2022},
        month={8},
        keywords={game-based learning platforms; elementary school; quizizz kahoot!},
        doi={10.4108/eai.11-10-2021.2319534}
    }
    
  • Sri Hapsari Wijayanti
    Heru Prasadja
    Year: 2022
    Quizizz and Kahoot! for Online-Learning Engagement in Elementary School
    BIC
    EAI
    DOI: 10.4108/eai.11-10-2021.2319534
Sri Hapsari Wijayanti1,*, Heru Prasadja1
  • 1: Atma Jaya Catholic University of Indonesia, Jakarta, Indonesia
*Contact email: sri.hapsari@atmajaya.ac.id

Abstract

Quizizz and Kahoot! are well-known online game-based learning platforms that can be integrated into any lesson irrespective of the educational level. This study aims to uncover the experience of students and teachers of an elementary school using Quizizz and Kahoot! after the teacherstake the workshop. Data were collected through focus group interviews using zoommeetings and WhatsApp open-ended questions. This study revealed that teachers and studentspreferred Quizizz to Kahoot! However, the teachers will use both games to create a different atmosphere. The games help teachers to engage students to participate in class. Some of the issues associated with using these game-based learning platforms are network access, quota availability, and reliance on parents for their mobile devices.